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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Hi everyone,


    Hopefully some folks may have some experience with this.


    Custom Mob Spawner with Mo' Creatures.


    I'm testing out using these two mods with Ice and Fire. And I'm getting a little worried that perhaps Custom Mob Spawner may be negatively affecting the spawn rates of Gorgons, Cyclops, and Trolls.


    Dragons, Stymphalian Birds, Sirens, and Hypocampi so far seem to be spawning at an acceptable rate.


    What are your thoughts? Do folks have some experience with trying these mods together?


    I only ask because I've run into problems with CMS especially in 1.7.10. Although, I think they've gotten the mod to play nice with others.


    Thanks,

    Landar


    Edit:

    9/28/18

    After more testing, I adjusted the Ice and Fire config and seriously upped the spawn rates of Cyclops and Gorgon and it worked out fine. I was able to find plenty of them.


    False alarm.


    Thanks!

    Posted in: Minecraft Mods
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    posted a message on Warhammer 40k: Blood & Iron RPG [Absolutely Huge Game World, Fallout-Style Character System, Over 300 Quests & So Much More]

    By the way, I enjoyed playing your modpack for a while. I played Warhammer 40K and painted miniatures for a little while there. Your modpack was fun. The only reason we stopped, is that we only have 1 computer and 2 people are playing it at the same time using the Joypad mod. I think your pack had about 100 or so mods.


    That's huge!


    I'll have to revisit it when we get a second computer and my son is a tad bit older. I've always felt Warhammer 40K is a bit mature.


    Anyways, I think you're right about the spawners. We're also looking at trying to use Ancient Warfare 2 and something with command blocks. I got a really good and detailed reply from Jordan Peacock over here:


    https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1282339-1-12-ruins-structure-spawning-system?page=224#c4501


    I think you might be interested in his reply.


    I found a guy using command blocks on Youtube to spawn in Custom NPCs in 1.10 through 1.12. I don't understand it myself, but it gives me hope. I'm trying to put together DnD style adventures. So, Custom NPCs seems to be the way to go.


    And your modpack proved that point to me!

    Posted in: Mod Packs
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Hi Gilly,


    Thanks for the reply.


    Basically, the smoke test. You turn on the appliance and see if it catches fire! LOL!


    If Ruins has left behind block id numbers, that would suggest that things I've built in one world with modded blocks might be able to be moved over to another folder/modpack with different mods in it. And the structures will still spawn in correctly as long as I've got the mods still installed whose blocks etc are in the build. Ie the modpack list can be tweaked safely.


    I've noticed that with MCedit, it can be a problem.


    Gilly, if I remember correctly you used command blocks in your builds to spawn in mobs with orange block heads. Isn't the monk island one of yours? Could that same system be used to spawn in a Custom NPC from the Custom NPCs mod?


    That would really solve one problem for me. Although, if I'm trying to make dungeons filled with creatures. It now looks like they may have to be much smaller than I had hoped.


    Thanks,

    Landar

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Hello Everyone,


    Please allow me to ask 3 quick questions.


    1. Can Ruins be used to spawn Custom NPCs into the gameworld?


    A Google search led me to a post much earlier in this thread and it appears at a glance that it can. But, I'm hoping that folks with much more experience than me can confirm it.


    2. Broadly speaking, just how large can our structure dimensions be?

    I'm working on something that's 194 blocks by 194 blocks. I've been able to use Ruins to spawn in some large coral reefs that might be something like 60 by 60 blocks. I've seen a number of smaller things like ships no problem.


    3. Does ruins use block id numbers to remember what has been parsed?


    If so that could present a problem when a modpack gets changed around.


    Thanks in advance!

    Landar

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    @ the Edgy Whale,


    You have earned a :Diamond: !


    Thanks that's most excellent!


    Landar


    Edit on 9/27/18:

    I gave your idea a go. Animal Bikes seems like a "fun" mod to me sort of like Mario Carts in Minecraft. I was hoping for something more along the lines of an Ice and Fire type thing.


    I was thinking that with Custom NPCs I could just make an NPC out of the Chinese Dragon. Then I would use that in a Asian Styled build I have in mind.


    I dunno maybe.


    I appreciate the idea.

    Posted in: Minecraft Mods
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    posted a message on Warhammer 40k: Blood & Iron RPG [Absolutely Huge Game World, Fallout-Style Character System, Over 300 Quests & So Much More]

    Hi there,


    Let me ask a quick question. Is this a completely custom map? Or are you able to use Ruins to spawn in structures with your own Custom NPCs on a random map world?


    Thanks,

    Landar

    Posted in: Mod Packs
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Hi PC,


    You know, we've been tinkering with the Custom NPCs mod. I wonder if there was a model out there for a Chinese Dragon, if it could then be used with Custom NPCs? There's a way to change the model of the NPC in the creation.


    Thanks,

    Landar

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Hey PC!


    I'm not sure what you're referring too. I know I have a bad habit of typing a lot of stuff.


    I'm going to take a stab at making some structures in the Greco/Roman style and JonSnow got Atlantis stuck in my head.


    I was wondering if anyone knows if there ever was a Chinese dragon made by any mod out there for Minecraft? I wonder if the authors of this mod had ever thought about it?


    Thanks,

    Landar

    Posted in: Minecraft Mods
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    Hi Electro!


    I'm really diggin' your idea about having mini quests to build the robes.


    My son loves your sunglasses! And I'd love to figure out how to have a dude wear both your hat and perhaps glasses from Bibliocraft. That would be cool!


    Have you considered have tiers of Wizard robes? The robes are really awesome, but what if there was something for the novice and apprentice levels. Like something a lot less cool looking but still had the whole magic feeling?


    I got really inspired to build epic scale mage bases. I'm currently working out the Earth Mage one. I'm going to have 3 tiers of bases and I'm planning on using Ancient Warfare 2 to spawn them into the world. I'm also going to have a go at using Custom NPCs to try and specifically have an Earth Mage spawn with the structure. The 3 tiers of bases represent the stage of the wizard in his career. So, the Apprentice gets a simple base, the Advanced even more so, and finally the Master has an epic base.


    Let me get it finished and I'll post some screens of the concept with the Earth Mage.


    I've got many more ideas, but I realized I'd probably be better off making a mod pack out of them. And I want to use your mod for the magic system.


    Say, do you think of Earth Mages as being like Druids?


    And I was wondering if you had ever considered doing water instead of Ice?


    I may end up doing my Atlantis build for the Sorcerer instead because we're thinking the water breathing spell is sorcery.


    Hmm. If I think I'm also going to show a screenshot of my concept for how the schools lay out.


    So, hopefully, next week I'll have some stuff to show.


    Thanks for making your really cool mod. We've really enjoyed it.

    Landar


    Oh duh, and regarding the vanilla witches. I've been thinking of them as Necromancers. The swamp seems an appropriate environment for Necros.

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    @JonSnow,


    You might enjoy the Grimoire of Gaia mod. I'm pretty sure it has dryads in it.


    I like the idea of a ruins of Atlantis. Have you seen the Gorgon lair yet? It's built in that same style.


    Thanks,

    Landar

    Posted in: Minecraft Mods
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    posted a message on Roguelike Dungeons

    Hi Guys,


    I've got a quick question and it occured to me that Greymerk may have some experience with this.


    Is there a way to give an area the Mining Fatigue effect for a time just like how the Ocean Monuments do it. Although, I wouldn't use a giant fish, I'm guessing a command block might could be set up?


    That way, if I make a dungeon, I could prevent players from breaking blocks until some amount of the dungeon has been completed.


    Thanks,

    Landar


    I suppose in worst case scenario, I could have a one of those guardians spawn in a hidden special tank.

    Posted in: Minecraft Mods
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    posted a message on Ancient Warfare 2

    Hi guys,


    Would any of you know if an area could have the Mining Fatigue effect in place until some objective is completed. Kinda like how the Ocean Monuments are done?


    I'm guessing one could use a command block to achieve this and then when the player gets to a certain room he could throw a lever connected to the command block to then shut off the effect.


    That would be mighty helpful in building dungeons for players so we can force them to actually do the maze.


    Thanks,

    Landar

    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta

    @MoonCutter2B


    ROFL! I hear you about school. I didn't want to sound like a pest. I only wished to drop an idea.


    I didn't know there was an in game method for doing that. That probably would be just fine. It was the .png file thing that looked very odd indeed. I did notice many new developer tools under a new tab. So, I'll have to check that out.


    No doubt as things get more and more worked out, the wiki page will be updated.


    Thanks!

    Landar

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Hey PC,


    You know, I had totally forgotten that scene of the two monster lizards fighting. I don't think I read the book, but, I think I may have seen an old movie. I want to say that scene is a famous old scene with some primitive (well by our standards) claymation.


    I've never looked at it that much, but I think it's maybe called mob dismemberment or necromancy or something that allows you to hack mobs up and then sew them back up together. If you've heard of the modpack TerraFirmaPunk, this mod is in that list.


    And something really neat dawned on me a few minutes ago, but, isn't the structure that the Gorgon spawns in seem an awful lot like the Parthenon? The Parthenon is an example of using the Golden Ratio in building construction. I'm not super familiar with the concept but Wikipedia had some neat stuff about that. I'm going to have to measure out their model. I'm thinking of using something very similar for a wizard base.


    Thanks for that list. I've been looking forward to the dread knights, but a hydra does sound pretty darn cool. Honestly, I can't imagine trying to hand to hand with it with all those heads.


    My first experience with Mo' Creatures was in 1.10 and we used CMS along with it. I remember the lions, tigers, and bears (OH MY) being really dangerous. But, just about any other version they've been kinda bland really. Sometimes in 1.12, I can run laps around the tigers and just look at them and they do nothing. So I've been keeping an eye on ZAWA by SoggyMustache as a possible replacement.


    But, I never did get around to breeding the Pegasus. And Landar was my DnD character from my college days and that was awesome when I got that pegasus.


    Just Another Spawner looks like it's got a steep learning curve. I've tried to open the configs with Notepad, but I think Notepad++ would be the better choice because all the options are very hard to read while all in a single line of text. That one is in 1.7.10 also, so I'd have to go back to that. I've gotten really used to some of the choices 1.12 brings.


    Embers, Roots, this mod, and Electroblob's are the main things that brought me up to date. I've also come to really like things like Rustic, Quark, and Minecolonies. And I'm a big fan of Ancient Warfare 2.


    Actually, I think I did read the book. Wait a second, I think it was 20,000 Leagues under the Sea I didn't read.


    LOL! I might have to go down to the bookstore or my library.


    Thanks,

    Landar

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    @PC,


    I forgot to say that when I was working with Animals Plus, I was trying to get it to work alongside of Mo'Creatures. They're both in 1.7.10 and Custom Mob Spawner was really difficult to set up for it. I had something in there somewhere I think that I got working but, because of CMS I was still getting overwhelmed with mobs.


    I did look into an alternative called JAS (Just another Spawner) and that one looked promising but I never did have the patience or the whatnot to figure out how to use that mod. The last time I looked into it, it appeared that you could even set up world events to happen. That's neat.


    Have you tried playing Lycanites Mobs?


    I'm not overly fond of the demons that look like they got ported over from Doom 1, but there's a few neat things about it. The models are more refined than Minecraft's blocky system so they're not as immersive I think. But, they had these cool events that would happen.


    Werewolves and Vampires would go well with a steampunk theme. Now, all we need is a Frankenstein monster. I suppose whenever Bewitchment is done we'd have another thing for that pack.


    Wasn't Journey to the Center of the Earth a Jules Vern book? I don't remember. I think that's also the one where the found dinosaurs in the center of the earth as well. I don't know if you've ever watched the DC animated Justice League Unlimited Series, but in the final season they had an adventure that took them into the center of the Earth.


    Thanks,

    Landar

    Posted in: Minecraft Mods
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